The following phenomenon and viewing experience confuse me:
Nowadays, compared with 3D animation, many 2D animations do not have rich screen backgrounds and characters. Still, they can use simpler things to express the theme and hit the audience’s heart, and the expression form of 2D animation will be more innovative. The current trend in the industry is that more people choose to make 3D animations, but many 3D animations need to be more satisfactory. It shows that the filmmakers put all their minds on the visual effects of the film and some other aspects but could have told the story better. For the above, there needs to be some clarification about the different viewing experiences brought about by 2D animation and 3D animation.
I tried to analyze and answer these current situations:
Many human characters in 3D works are highly anthropomorphic and realistic in appearance (materials, lighting, textures, etc.)
➝ However, it does not achieve a highly consistent effect
➝ And the story is not well expressed, and the main idea is not expressed effectively, forcefully, and novelty
Most 2D works are not done with a focus on anthropomorphism
➝ Instead, it is expressed by simplifying, refining, stylizing, and leaving white space ➝ This part of the performance is vital to the central theme of the story
➝ Better expression of emotions
Why & what causes this feeling?
➝ Because of 2D white space, simplified, omitted parts (2D products such as photography are included in addition to 2D animation)
➝1) Will fill in the above according to the imagination ➝ This part is not important to the main theme of the story
➝ 2) A small number of authentic parts makes it easier for the viewer to relate the work to their own real life
➝ Because of the high realism in 3D
➝ Reduce or isolate the viewer’s communication between the work and their own life
➝ The viewer needs to be positioned in a new environment where the 3D work is constructed
➝ 1) When the content of the story is similar to the audience’s life and has high resonance, ➝ The audience will compare the characters in work with real people
➝ 2) When it is a fictional world ➝ The audience wants to reshape the world according to the work
➝ To persuade the viewer to enter the built world
➝ 1) Different enough, new enough ➝ People will enter this world because of curiosity about the unknown
➝ 1) More new, less familiar ➝ ✅ Walk into the built world faster and smoother
➝ 2) Less new, more familiar ➝ Familiar aspects in line with human characteristics ➝ ✅ Acceptance, liking
➝ Doesn’t achieve the same on important familiar details ➝ ❌ Walking into the built world doesn’t go well
➝ 2) Discover similarities with humans / with yourself ➝ Curious ➝ Walk-in
Searching the Internet with the keyword “high degree of human realism in animation” came up with the uncanny valley theory, a concept that I did not know about, and according to the explanation of this concept, I found that this is highly relevant to what I discovered and analyzed above.
There are three topics were initially developed in accordance with the requirements of Critical Repor’s proposed topics:
1. What feelings will the audience bring to the (three-dimensional) film and television works if they are too simulated
2. What different viewing experiences will be brought about by the other degree of character simulation in 3D computer animation
3. The guiding significance of the uncanny valley theory to character design in three-dimensional computer animation